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Static Modelling


_Atti_
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They are currently in blender.

Textures are .png and .tga.

They are in 1024*1024 currently, so will need to scale down a bit for ingame.

I've saved the ornaments in Inkscape too, vector format, so those or elements of those could be reused.

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http://www.filedropp.../atvictorianset

 

Here are the files.

 

textures are 512x512. converted to .DDS . (except of course normal maps)

models are in .ASE

 

 

Material file , and a problem also included. For some reason the ornament part of the table is not working, Shader not found.

I couldnt figure out why..It was made the same way as everything else, and everything else works.

 

When i assigned an other material to it, it worked. But if i just changed the material file to point to other textures it didn't..

I wouldnt hate importing stuff to D3, but every damn time..some smallish problem appears , and the hours just fly by :D

Edited by _Atti_
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I downloaded the second link and only got the table model. Tried to download the first link but it seems to be unavailable. Where can I download the chair and textures?

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I've taken a look at them Atti, and I was wondering if you could adjust the uv-map to make better use of space? Right now the normal-maps in particular seem quite large, considering there are two for each piece of furniture.

 

The chair symbol is way too small on the model to need a full 512x512 normalmap...it should be shrunk and merged into the same normalmap as the chair cushion. In fact, you could probably add the table design in there too. And if you mirrored the uvmap of the cushion, you could gain even more space, though that's probably not necessary.

 

At the very least, only one normalmap per model should be needed.

 

Example:

post-9-0-22710200-1342313871_thumb.jpg

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Can the normal map use a different Uv layout than the diffuse?

 

I thought it would be good idea to make it that way so that ornaments can be swapped/skinned easily, and could be used on multiple pieces of furniture, or maybe even on brushes.

Wouldnt it be better if i kept it separate but reduced size to 128 or 256 ? maybe normals 128 diffuse 256?

 

Mirroring needs a cut in the mesh but yeah it might be a good idea.

 

Thanks for the look and directions :)

Edited by _Atti_
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Can the normal map use a different Uv layout than the diffuse?

 

Unfortunately, no.

 

I thought it would be good idea to make it that way so that ornaments can be swapped/skinned easily, and could be used on multiple pieces of furniture, or maybe even on brushes.

 

It's definitely good to reuse textures where you can, especially on models. But breaking them into different images doesn't really save you anything. Every time you load the chair you're loading two images and every time you load the table that adds two more. If you combine them like above, then you only load one for the chair and one extra for the table. Half the load.

 

You could use one image like above, and just create different shaders that point to it. By turning them on and off you can still have multiple skins without any extra memory load.

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  • 3 weeks later...

https://www.dropbox....orianset_fix.7z

 

Here it is. I've fooled around a bit more as the table_ornament still does not seem to work here. Even as its on the same map as the cushion and the other ornament. So something is definately wrong with either the material. I cant find out what's wrong.

 

I dont think it's a problem with the model as any other shader pops up just fine on those planes.

 

Materials: (moment) edit: https://www.dropbox....rianset_mat.txt

 

Cushion material updated with 'twosided' as it was just a plane so it could be seen through from the bottom

Edited by _Atti_
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  • 2 weeks later...

https://www.dropbox.com/s/te1wi266kez1m27/lambleg.JPG

https://www.dropbox.com/s/faw43xuobul4j5a/shot00006.jpg

Did the lamb from the list. 62 tris. I've skinned it roasted, i guess that's more useful for a start than raw.

Also an ingame shot, its just an old testmap from this computer so it doesnt really fit and the lighting is strange:D but it shows it works. ( The bottom part of the table is still a 'no-show. )

Edited by _Atti_
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https://www.dropbox....m27/lambleg.JPG

https://www.dropbox....a/shot00006.jpg

Did the lamb from the list. 62 tris. I've skinned it roasted, i guess that's more useful for a start than raw.

Also an ingame shot, its just an old testmap from this computer so it doesnt really fit and the lighting is strange:D but it shows it works. ( The bottom part of the table is still a 'no-show. )

 

Nice lamb, mista! :wub:

 

Would you consider making some of the models we miss to make TDM go standalone? See here

 

http://wiki.thedarkmod.com/index.php?title=Missing_assets_for_standalone_TDM#Models

 

and here: http://forums.thedarkmod.com/topic/14010-needed-for-standalone-master-model-list/

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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https://www.dropbox....m27/lambleg.JPG

https://www.dropbox....a/shot00006.jpg

Did the lamb from the list. 62 tris. I've skinned it roasted, i guess that's more useful for a start than raw.

Also an ingame shot, its just an old testmap from this computer so it doesnt really fit and the lighting is strange:D but it shows it works. ( The bottom part of the table is still a 'no-show. )

 

Mmh, that got me hungry. ;)

You seem to have a knack with fleshy models, howsabout some brains and gibs next, please. TDM standalone certainly needs those as some FMs use body parts and stuff.

Clipper

-The mapper's best friend.

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